Essays about: "fun"

Showing result 1 - 5 of 307 essays containing the word fun.

  1. 1. Cost-Effective Design Solution for GAIM Shooting Trigger PCB & Improving the Power Distribution Network

    University essay from Lunds universitet/Institutionen för elektro- och informationsteknik

    Author : Marko Pajovic; [2024]
    Keywords : Technology and Engineering;

    Abstract : Virtual Reality (VR) shooting simulators have gained popularity as effective training and entertainment tools. GAIM is a Swedish company specializing in VR shooting simulators, offering VR headsets with physical dummy guns and rifles. READ MORE

  2. 2. The Missing Student: Construction of an Alternate Reality Game – A pitch to attract applicants to the Game Design & Technology Master’s programme

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : William Andersson; Karim El-Nahass; Oscar Forsyth; Katri Lantto; Ludvig Lemner; Sara Stråhle; [2023-03-03]
    Keywords : ARG; Alternate Reality Game; Marketing; Advertisement; Master’s program; Game Design; Modularity;

    Abstract : The master’s program Game Design & Technology at the University of Gothenburg wants to try new ways of marketing the program to potential students and has created this Bachelor’s for that purpose. By advertising using a game, one reaches people that are already interested in the area and by having an interactive advertisement such as an Alternate Reality Game (ARG) one can have the target group interact with each other further solidifying their interest. READ MORE

  3. 3. "We are a team": Creating a Healthy Coach-Youth Golfer Relationship

    University essay from Högskolan i Halmstad/Akademin för hälsa och välfärd

    Author : Jesper Littorin; [2023]
    Keywords : Coach-athlete relationship; mental health; well-being; youth athlete; golf; Tränare-spelare relation; mental hälsa; välmående; ungdomsidrottare; golf;

    Abstract : The research objectives were (1) to explore how coaches and youth golfers perceive a healthy coach-athlete relationship and (2) what they do to facilitate such a relationship. A qualitative small-q study was done by interviewing five experienced coaches and five competitive youth-golfers using two semi-structured interview guides in order to get both coaches’ and athletes’ perspectives. READ MORE

  4. 4. Exploring the Future of Movie Recommendations : Increasing User Satisfaction using Generative Artificial Intelligence Conversational Agents

    University essay from Umeå universitet/Institutionen för tillämpad fysik och elektronik

    Author : Signe Bennmarker; [2023]
    Keywords : User centered design; Recommender systems; Natural language processing; Conversational agent; User satisfaction;

    Abstract : This thesis explores potential strategies to enhance user control and satisfaction within the movie selection process, with a particular focus on the utilization of conversational generative artificial intelligence, such as ChatGPT, for personalized movie recommendations. The study adopts a qualitative user-centered design thinking approach, aiming to compre-hensively understand user needs, goals, and behavior. READ MORE

  5. 5. Impact of gamification on employee motivation in situations of change in medium-size organisations in the United Kingdom.

    University essay from Stockholms universitet/Institutionen för data- och systemvetenskap

    Author : Apostolos Savvas; [2023]
    Keywords : Gamification; Change Management; Employee Engagement; Motivation; Game Design Patterns;

    Abstract : This thesis tries to provide a comparative study and complimentary data analysis into the effectiveness of game design patterns such as LEGO Serious Play, Leaderboards and Collective voting in terms of the impact that gamification has in change management framework. The study is looking at how gamification impacts employees from a motivational and engagement, in change management tasks, perspective. READ MORE